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-   -   Which version of Velketor's Labyrinth will we be getting? (/forums/showthread.php?t=130743)

Castigate 12-12-2013 03:32 PM

Anyone know if the pre-buff versions of drops from these places were upgraded? Or will they stay the same even post revamp making farming these drops somewhat pointless beforehand?

Byrjun 12-12-2013 03:34 PM

Quote:

Originally Posted by Atmas (Post 1217311)
Highly debatable statement. I'm not sure integrity is even the appropriate word to use here and early release is kind of thrown out by this point.

I know people strive for classic, but this thread is more depressing than it is exciting. :(


Spitty 12-12-2013 04:13 PM

Quote:

Originally Posted by Dabasher (Post 1216594)
As far as I can tell all the armor drops from the k0b0ldz have been boosted

Confirmed legitimate - random use of leetspeak in the middle of a sentence of perfect English indicates a creation date between 1998 and 2002.

maximum 12-12-2013 04:46 PM

I threw the Velks "revamp" on the Timeline wiki article. Forgot about it until now!

http://wiki.project1999.com/Players:...pment_timeline

Messianic 12-12-2013 04:51 PM

Better question is "will I have the super hax where I have direct access to the boss from near the zoneline because of my borked game files" like I did on live

Xelris 12-12-2013 05:48 PM

I remember initially hating that zone trying to group in it as an ENC. Spiders were EXTREMELY resistant and procced DoT death if you couldn't cure it.

Also, Siren's Grotto was a death trap. Everything saw invis, was incredibly magic resistant and was a giant pain in the dick to anyone trying to get through to hunt in WW, DN or TOV.

baalzy 12-12-2013 08:30 PM

Quote:

Originally Posted by Xelris (Post 1217856)
I remember initially hating that zone trying to group in it as an ENC. Spiders were EXTREMELY resistant and procced DoT death if you couldn't cure it.

Also, Siren's Grotto was a death trap. Everything saw invis, was incredibly magic resistant and was a giant pain in the dick to anyone trying to get through to hunt in WW, DN or TOV.

Looks like the zone (Siren's Grotto) is going to be super-hell for 3 months after Velious then still pretty hellish for another 3 months.

Heres how it was initially
Quote:

Originally Posted by post from dec15 2000
When you first zone in from Cobalt Scars, there are 3 level 53 mobs at the ent. They don't see invis.
They are extremely MR, but have a low FR so fire based spells work great. It appears they have more hp's than the other mobs of their type in the zone, but I'm not 100% sure.

Lev/DMF drop when you zone in, however theres a bug where you can lev, then DMF outside and when you zone in it only strips Lev. Expect this to be fixed soon.

If you zone in invis, you can pass the 3 zone guards with ease. If you're leading a raid, I suggest you have everyone charge the left beach when ready. The walrusmen and their type don't see invis, but the fish do. Once on the beach, the one roamer mob can be dispatched without aggro'ing the static near the waterfall.

The exit to West Wastes is up the waterfall and through a tunnel system to the left. (Take all lefts and you'll zone) Another way is to zone in, fight the walrus on the left beach. Rune the dru/wiz and invis everyone else. Then have the dru/wiz succor. This places you at the WW zone with up to 3 mobs, none of whome see invis and the wiz/dru should be able to zone with the aid of the Rune.

CR in Grotto is HARD. The first 'safe spot' is a tiny little niche near the CS zone. Stay to the left as you zone in, pass the guards and stay on the ledge. To the left is a rock and you'll see a small wedge you can cram into. Fatties have had difficulties staying safe here however. We've done some incredible CR's in this tiny space =D.

The second 'Safe Spot' could easily hold 20 people, but it may be tough for non-tanks to reach.

From the CS zone, pass the guards invis. Jump into the water (fish here will see invis) and swim down into the tunnel to the right (east), staying in the center and swimming at the top. When the tunnel ends, turn around back the way you came and hop on the little ledge running over the top of the tunnel mouth. The ledge across from you on the tower is also safe. Furthermore, the ledge to your left (facing the way you swam) is safe as long as you don't go up the incline to the bridge.

Its a quick swim, if you have SoW and practise, you can make this without gettng hit or even aggro'ing. I also reccomend you camp out to clear fish aggro.

To zone from WW to CS, Invis in, follow right wall to top of waterfall, jump down (make sure you fall into water =P) and swim straight across to the cave with 3 zone guards and zone out.

That lev+DMF bug looks fun. Theres a post from 2002 saying its been fixed, but I can't find a patch note specifically about it.

Things change a bit from the above quote in february 2001 but I don't know what for sure.
Quote:

Originally Posted by patch notes 2001/02/02
Update: We also made several changes to Siren's Grotto to address player concerns with the difficulty of the zone.

Then some more changes seem to happen.
Quote:

Originally Posted by patch notes from 6/27/2001
Sirens Grotto has been changed a bit. It should be a more interesting zone now.

Some people talking post-patch
Quote:

Originally Posted by Some dude in July 18, 2001
After the patch:

Molkors: 49-50ish clerics around 9khps, cast a magic or fire based DD that hits for 250 max and a Cheal on themselves. Note they run out of mana quick so don't worry about the heal, they shouldn't get off more than one. They drop crushed gems and netted kelp.

Ulthorks: 49ish warrior around 11khps, hits for 130ish max. Drops netted kelp and crushed gems.

Bulthars: 50ish warrior around 14khps, hits for 130ish max. Drops netted kelp and crushed gems.

Walrus/mantee/: 47ish warrior 9khps, hit for 120 ish max. Killed 40+ never seen a drop. Always indiff until attacked, will agro if you attack anything else in range.

Seahorses: 50ish enchanter? - 12khps hits for 179 max, drops bard stuff, hair, shell for 7th coldain and fishing pole.

**NONE** of the above now summon, thats a fact.

Enticers: some kind of caster not sure which, not fought them enough.

Quote:

Originally Posted by another guy in 2001
I came in here after the 6/28 patch to see what was 'more interesting' and it seems verant apparently made the zone weaker. There is only one mob near the CS zone, he's a molkor and hit for 128 that I saw. The seahorses I fought hit for 176, nothing more than that, between the four that I had attacking me. Just thought I'd post, I bet all people doing the 7th shawl are happy.


pasi 12-13-2013 02:37 PM

Of course you can bypass it all by just camping into the zone-in wall three times!

baalzy 12-13-2013 02:58 PM

Quote:

Originally Posted by pasi (Post 1218938)
Of course you can bypass it all by just camping into the zone-in wall three times!

Yeah, I wonder how this will be handled in P99. GMs did hand out suspensions/account marks on live for doing it.

Xadion 12-13-2013 05:31 PM

Quote:

Originally Posted by baalzy (Post 1218973)
Yeah, I wonder how this will be handled in P99. GMs did hand out suspensions/account marks on live for doing it.

It was so well known and used for years never ever heard of a GM actually handing out punishments. It always seemed to be a delay tactic during guilds racing to ToV "Oh dont do that GMs will ban you! go the long way and die!" well atleast on Veeshan :-P


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